Defense (HTR)
Defense is an edge path for the Imbued of the Defender creed in Hunter: The Reckoning. It is a protective path, but it differs from others of its kind, most notably Martyrdom. The edges are suited for those who are tactically minded. They are useful for those who know when to strike, and when to pull back.
Standard Edges




Ward - The imbued can keep weak willed monsters at bay, their force of will keeping the hordes of darkness at bay. This Creates a barrier between the Hunter and beings tainted by evil. The summoned barrier surrounds the Hunter and prevents weaker creatures from making physical contact. Stronger monsters may brave the barrier, but will suffer damage as a result. As the Hunter gains experience, the radius of this Edge increases, allowing other Hunters to become protected as well.
Ward



Rejuvenate - Calls forth the power to heal. When the Edge is Activated, the Hunter Receives a boost to his or her current health. At higher levels, any Hunters nearby are also healed. It helps Strengthens an imbued's natural healing, and enables them to heal others.
Rejuvenate



Brand - The imbued can brand a supernatural creature with a mark that is always visible to everyone.



Champion - Forces a Defender's supernatural foes to confront them rather than anyone else.



Burn - Infuses the Defender with a searing energy that burns anyone who touches or is touched by them.
Alternate Edges




Alarm - The imbued creates an invisible security perimeter, warning them if supernaturals approach.



Lock - This edge seals anything against supernatural passage, intrusion or observation.



Guard - The Defender can watch over someone from a distance, immediately being alerted if that person is in danger of being affected or harmed by a supernatural being.



Stand - The imbued can temporarily hold off death despite being seriously injured, still able to keep fighting or moving.



Protect - Makes the Defender resistant to harm from the attacks of supernatural creatures and their powers.



Blast - Unleashes a ring of electrical energy from the Defender's body that expands outward, showering any monsters it contacts in a hail of miniature lightning bolts. It allows the Hunters to discharge from their hands powerful bolts of electric energy that fan out to damage enemies in front of them.
Blast
References
- HTR: Hunter: The Reckoning Rulebook, p. 157-159

- cMET: Laws of the Reckoning, p. 210-215
- HTR: Hunter Book: Defender, p. 74-77

- HTR: Hunter: Holy War, p. 100
- https://gamefaqs.gamespot.com/xbox/589620-hunter-the-reckoning-redeemer/faqs/26603
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